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Re: Clandemonium-(V.37, P.42)

Postby natty dread on Mon Apr 05, 2010 1:57 am

I've got to say, at this point, I liked the old style better. I liked how there was variation in the landscape... Barren wasteland in one corner, green fields and forests in another... This seems really generic and soulless, if you forgive me for saying.

I know it's just a first draft, so I probably shouldn't be too critical, but I hope you reconsider the direction you're taking this to. I'm not asking you to make it an exact copy of the old version but there were some nifty visual elements you could import in your version...
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Re: Clandemonium-(V.37, P.42)

Postby grifftron on Mon Apr 05, 2010 2:04 am

Well I know porken will for sure make this a million times better looking then what he just posted but my suggestion like natty said was stick to the "Clan world" idea that was mentioned many many pages ago... still excited to see where you go with it tho. Good luck porken

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Re: Clandemonium-(V.37, P.42)

Postby porkenbeans on Mon Apr 05, 2010 2:06 am

natty,
This is only a layout for the map. It is a base before any extra graphics are added. Like I said before, First I need to get the shape of the land and territs down. Then I can build up from there. This is just the foundation. ;)

What I need now is new borders to fit over the land area. Also, please consider reducing the territ count. This will help in more ways than one. ;)
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Re: Clandemonium-(V.37, P.42)

Postby grifftron on Mon Apr 05, 2010 2:10 am

porkenbeans wrote:natty,
This is only a layout for the map. It is a base before any extra graphics are added. Like I said before, First I need to get the shape of the land and territs down. Then I can build up from there. This is just the foundation. ;)


Maybe you could move the river's in on the left side of the map making those terts a little smaller and then push the rivers out a bit around those terts on the right.... making them more bigger and more even?

-griff
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Re: Clandemonium-(V.37, P.42)

Postby porkenbeans on Mon Apr 05, 2010 2:45 am

Not quite sure what you mean.

Let me first say this. There is a big problem with this map. It has been alluded to by the bungallo man and others.

The territs are too small in some areas. This is one of the most common mistakes that I have seen people make. They (me included) want to put too many territs in. This leads to making some territs too small. This in turn leads to problems with the text. And forget about it when it comes time to make the small version. Plus the fact that people have stated that they want the full names of the clans spelled out.

Again my advise is to reduce the territ count by 20% or so. This will help in so many ways.

1.) will allow for larger territs,

2.) will allow for room to spell out the clans names in full.

3.) will allow for the extra graphics that you want.


Also, I can still define different regions to incorporate the variations in geography. Such as mountains, forests, deserts ...etc. I would like however, to do this without coloring the land in an unrealistic, and artificial manner. I would like to make things in a realistic 3-d style similar to Feudal. Mountains for instance are not tee-pees drawn on a map, but rather 3-d images that are a birds eye view looking down from above.
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Re: Clandemonium-(V.37, P.42)

Postby Blitzaholic on Mon Apr 05, 2010 2:56 pm

hiddendragon wrote:I can't wait till this hits beta. I'm just about ready to pee myself :sick:


lol, thx hiddendragon for your excitement. =D> also a big Thx to porkenbeans for his efforts to help in graphics. =D>

thenobodies80 wrote:Hello!

I haven't forgotten your map, I'm just waiting to see the porkenbeans version to open the dances. ;)
Be sure not to change the gameplay!

@ Blitz, could you please put the game play stamp image in the first post for reference? thank you

Have a nice day
Nobodies


thx Nobodies, I added that to page 1 and we won't change the game play as you requested.

Hey pork, I've been looking at your latest draft and reading your comments, and I hate to say it, but I don't think we're on the same page here. I think I'm going to see if I can find another cartographer to see this one through to the end. Thanks for all your hard work. I appreciate you stepping forward to assist, but looking elsewhere for now. Peace
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Re: Clandemonium-(V.38, P.42)

Postby Blitzaholic on Wed Apr 07, 2010 2:28 pm

Kabanellas has kindly accepted and will be taking over graphics, thank you amigo.
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Re: Clandemonium-(V.38, P.42)

Postby Kabanellas on Wed Apr 07, 2010 2:41 pm

Though my time is tremendously short by these days, I couldn’t possibly refuse Blitz' invite.

I’ll be waiting for the files to be sent by Griffon so I can take a good look at them – and let the inspiration flow. :ugeek:

I’ll will surely need a couple of days before I come with anything ’lookable’
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Re: Clandemonium-(V.38, P.42)

Postby Blitzaholic on Wed Apr 07, 2010 2:44 pm

Kabanellas wrote:Though my time is tremendously short by these days, I couldn’t possibly refuse Blitz' invite.

I’ll be waiting for the files to be sent by Griffon so I can take a good look at them – and let the inspiration flow. :ugeek:

I’ll will surely need a couple of days before I come with anything ’lookable’



gracias Kaballenas. =D>
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Re: Clandemonium-(V.38, P.42)

Postby bryguy on Wed Apr 07, 2010 3:06 pm

First time ever seeing this map, and I must say I very much like the overall simplicity of it. I do have critics though (lol I always have critics about something, even though I'm on only about once a month/year/decade nowadays...)

The shadows on the mountains are a bit to abrupt. Generally mountain shadows aren't overall that sharp, with the highlights going a bit into them. Additionally the base is to flat. Maybe try blending it in a bit?
I notice many mountains overlap other mountains, especially up around AOC down to No Man's Land 2

It should be No Man's Land, not No Mans Land. Mans is possessive of Land, making it No Man's Land.

I don't overall care for the glowing look of the thick lines at Angels of Death, Imperial Dragoons, Immortal Assassins, etc etc etc. It is just overall to bright, and gives the appearance of the territories floating above the rest of the map.

The river going down into the blue area is too sharp as it gets smaller, while the lake between immortal assassins/imperial dragoons is to rounded (It seems more like clicking in a general area with various sized circular brushes than a lake). Both need to be smoothed. The depths of the lakes also does not seem dark enough. The center would be at a greater depth than the edges. I'd suggest doing something such as making a selection of current depth for the lakes, shrinking it a bit (2, maybe 3 or 4) and then adding a darker color (Don't forget to smooth the depths if you do this!)

The words No Mans Land is a bit harder to read, with the various words over it. Is there any way this can be fixed?

The clan castles appear to be floating...
Are the clan castles able to hold double digit troops? They are at key sections and would likely need to, but currently it doesn't appear that they can.

I don't especially care for the glow edge of the title/title section. Is there another way to do this? Currently it doesn't fit well with the map.

The pinnacle texture is a bit weird, but I can't think of any other textures that might fit.

Is there enough room on the drop points for troops? It doesn't appear so, but I may be mistaken.

I really do like this map, I just have critics :D lol
Anywho, as I said I love the overall simplicity of it. Great work so far :)

Edit: I may have been looking at a previous version for these critics... if I was, then whoops! Ignore a lot of it... lol
Last edited by bryguy on Wed Apr 07, 2010 3:07 pm, edited 1 time in total.
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Re: Clandemonium-(V.37, P.42)

Postby porkenbeans on Wed Apr 07, 2010 3:07 pm

Blitzaholic wrote:
hiddendragon wrote:I can't wait till this hits beta. I'm just about ready to pee myself :sick:


lol, thx hiddendragon for your excitement. =D> also a big Thx to porkenbeans for his efforts to help in graphics. =D>

thenobodies80 wrote:Hello!

I haven't forgotten your map, I'm just waiting to see the porkenbeans version to open the dances. ;)
Be sure not to change the gameplay!

@ Blitz, could you please put the game play stamp image in the first post for reference? thank you

Have a nice day
Nobodies


thx Nobodies, I added that to page 1 and we won't change the game play as you requested.

Hey pork, I've been looking at your latest draft and reading your comments, and I hate to say it, but I don't think we're on the same page here. I think I'm going to see if I can find another cartographer to see this one through to the end. Thanks for all your hard work. I appreciate you stepping forward to assist, but looking elsewhere for now. Peace
NP, Sorry I could not help this time. You should be in good hands with Kab. 8-)
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Re: Clandemonium-(V.38, P.42)

Postby Blitzaholic on Sat Apr 10, 2010 10:51 am

porkenbeans wrote:NP, Sorry I could not help this time. You should be in good hands with Kab. 8-)



Thx for being a good sport about it pork. Kab should post an update here soon.
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Re: Clandemonium-(V.38, P.42)

Postby Kabanellas on Sun Apr 11, 2010 6:10 pm

I had to start from scratch - these things do take their time. Sorry for the delay :)

I've done some testing over the last drawing and tried to maintain the same graphic concept. But some things caught my attention.

-Drop points need a similar look between themselves
-Lesser clans regions should be coherent with Drop points (I'd lose the idea of 'castles' and call them - 'Clans' Ground'
Conceptually 'higher' Clans would be in an elevated platform while 'lesser' Clans would be in a sort of a valley.
-The older pinnacle doesn't quite make it for me - I'm suggesting this new version of it.
-I'd definitely lose that colouring and keep a 2 kind of green.

Click image to enlarge.
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Re: Clandemonium-(V.38, P.42)

Postby natty dread on Sun Apr 11, 2010 6:12 pm

I like it.
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Re: Clandemonium-(V.38, P.42)

Postby fumandomuerte on Sun Apr 11, 2010 6:16 pm

wow, this is looking great! I'll follow the progress of this one closely ;)
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Re: Clandemonium-(V.38, P.42)

Postby Blitzaholic on Sun Apr 11, 2010 6:32 pm

Kabanellas wrote:I had to start from scratch - these things do take their time. Sorry for the delay :)

I've done some testing over the last drawing and tried to maintain the same graphic concept. But some things caught my attention.

-Drop points need a similar look between themselves
-Lesser clans regions should be coherent with Drop points (I'd lose the idea of 'castles' and call them - 'Clans' Ground'
Conceptually 'higher' Clans would be in an elevated platform while 'lesser' Clans would be in a sort of a valley.
-The older pinnacle doesn't quite make it for me - I'm suggesting this new version of it.
-I'd definitely lose that colouring and keep a 2 kind of green.

Click image to enlarge.
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I like ti a lot Kabanallas =D> =D> =D>

I also like the idea of the castles being named Clans Ground, great work my friend. You got some skills. :D
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Re: Clandemonium-(V.40, P.45)

Postby conquerhero on Sun Apr 11, 2010 6:58 pm

don't have a comment as I don't see any special rules for playing. just one thing: don't want to be around hidden dragon when this goes beta - won't be pretty!
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Re: Clandemonium-(V.38, P.42)

Postby Blitzaholic on Sun Apr 11, 2010 7:05 pm

fumandomuerte wrote:wow, this is looking great! I'll follow the progress of this one closely ;)



thanks fumandomuerte , been about 3 months now.
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Re: Clandemonium-(V.40, P.45)

Postby reptile on Sun Apr 11, 2010 7:09 pm

Wow, this is by far the best graphics on a map yet in my opinion! great update and great work guys. I knew this would be amazing, and it keeps getting better and better! I am getting impatient now ;). Keep up the hard work, with each day you are getting closer to finishing it.
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Re: Clandemonium-(V.40, P.45)

Postby peanutsdad on Sun Apr 11, 2010 7:29 pm

While i love the look of that map, and the progress you've made with it, i still have a concern about adding clans that have been on CC less than two years, no matter how strong they are right now, CC has proven over and over to have great clans form and be gone in less than a year or shortly there after. I understand you going off the clan ladder list from 09 or even adding from the current 2010 list, but from my personal stand point, I wouldn't put any clan name on that map that's got less than 2 solid years as a competitive clan on CC behind them.
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Re: Clandemonium-(V.40, P.45)

Postby porkenbeans on Sun Apr 11, 2010 7:47 pm

I like the colors and textures very much. :D
You have a good start going here. Bravo. =D>
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Re: Clandemonium-(V.40, P.45)

Postby Lubawski on Sun Apr 11, 2010 8:24 pm

That looks awesome. Great work guys.
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Re: Clandemonium-(V.40, P.45)

Postby ManBungalow on Sun Apr 11, 2010 8:36 pm

The draft Kabanellas has already posted looks great, no doubt about it :)

I'm all for the mountain/triangular pinnacle he drew in as well as it gives the map a lot more depth. The existing glossy mountain ranges you have on the right half of the image look a little ill on the matt green texture. I'd suggest trying to make the mountains blend into the ground more smoothly or just turning the opacity down slightly.

The dark green regions are of some concern to me, as some of the region numbers are more difficult to see and the troop numbers may also ultimately be affected. Perhaps we could see this draft with the greens a few shades lighter?

Those drop points look fantastic now that they stand out from the rest of the map and it might be possible to do something similar with the portal regions to make them clearer.

All regions so far look to be of a reasonable size and I'm confident that you'll get the other kingdoms comfortably. You could also maybe take a look at the river you have drawn in. Some of the regions are close to touching each other.

--

Now a message for Blitz - in relation to what peanutsdad posted just above me ^
The clan names on this map are of interest only to a minority of the players on CC and in a few years these clans may be stagnant (no offense intended to the THOTA Stables). I'd much rather conquer a "Mystical Goblin Village" than a region called "VDLL".
Couldn't you just have a note saying "Gameplay by Blitzaholic - Proud THOTA member" in the legend and spice up the rest of the map a little?

Bungo out.

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Re: Clandemonium-(V.40, P.45)

Postby Big Yuma Ripper on Sun Apr 11, 2010 9:04 pm

To Blitz and everybody involved great work here.....when do we get to play! :D
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Re: Clandemonium-(V.40, P.45)

Postby Blitzaholic on Sun Apr 11, 2010 10:02 pm

peanutsdad wrote:While i love the look of that map, and the progress you've made with it, i still have a concern about adding clans that have been on CC less than two years, no matter how strong they are right now, CC has proven over and over to have great clans form and be gone in less than a year or shortly there after. I understand you going off the clan ladder list from 09 or even adding from the current 2010 list, but from my personal stand point, I wouldn't put any clan name on that map that's got less than 2 solid years as a competitive clan on CC behind them.


some cc clans over time may come and go, I hear what you are saying, but, to me in the end it is a map that gives most clans on CC some recognition and it does not matter if a clan on this map in the future leaves, many will still play the map if they enjoy the game play regardless of the names which may be some clans. An example: look at the madness map, see wicked's name along with DiM's name, they both long gone, but, some still play the map, regardless if they are off or left the site or not. In the end, it will be a popular map if they like the game play and graphics, xml, etc.


conquerhero wrote:don't have a comment as I don't see any special rules for playing. just one thing: don't want to be around hidden dragon when this goes beta - won't be pretty!



Do you think he will create 50 awaiting games when it comes out?


reptile wrote:Wow, this is by far the best graphics on a map yet in my opinion! great update and great work guys. I knew this would be amazing, and it keeps getting better and better! I am getting impatient now ;). Keep up the hard work, with each day you are getting closer to finishing it.



thank you so much reptilian. :D


porkenbeans wrote:I like the colors and textures very much. :D
You have a good start going here. Bravo. =D>




thx for the support pork =D>



ManBungalow wrote:The draft Kabanellas has already posted looks great, no doubt about it :)

I'm all for the mountain/triangular pinnacle he drew in as well as it gives the map a lot more depth. The existing glossy mountain ranges you have on the right half of the image look a little ill on the matt green texture. I'd suggest trying to make the mountains blend into the ground more smoothly or just turning the opacity down slightly.

The dark green regions are of some concern to me, as some of the region numbers are more difficult to see and the troop numbers may also ultimately be affected. Perhaps we could see this draft with the greens a few shades lighter?

Those drop points look fantastic now that they stand out from the rest of the map and it might be possible to do something similar with the portal regions to make them clearer.

All regions so far look to be of a reasonable size and I'm confident that you'll get the other kingdoms comfortably. You could also maybe take a look at the river you have drawn in. Some of the regions are close to touching each other.

--

Now a message for Blitz - in relation to what peanutsdad posted just above me ^
The clan names on this map are of interest only to a minority of the players on CC and in a few years these clans may be stagnant (no offense intended to the THOTA Stables). I'd much rather conquer a "Mystical Goblin Village" than a region called "VDLL".
Couldn't you just have a note saying "Gameplay by Blitzaholic - Proud THOTA member" in the legend and spice up the rest of the map a little?

Bungo out.


nice post bungo, I shared my view above under peanuts post. Also, in your response to to the map having minority interest on cc, well, I am not sure that is true. Yes, as far as cc clans it is the minority over all, but, the game play seems to very popular an unlike any other with the creation of the portals ideas, the game play will also attract many others regardless if they are clans names in my opinion. I will give another example, I could give many, but, here is one: there is a map called Chicago for example, according to you, it would seem as though Chicago is a minority of the world and that only players from Chicago would play the map? This is simply not true, just like if players do not belong to a clan, they will not play it? This makes no sense. Again, players will play the Chicago map and any other map whether they are from there or not as long as they enjoy the game play, graphics and xml. The fact is this map has brought forth a ton of CC players to the map foundry unlike any other map ever has (which the foundry has lacked) this it and of itself speaks volumes to the potential of playability. This is a good thing for CC.



Lubawski wrote:That looks awesome. Great work guys.




Glad you enjoy it Lubawski, rock on bro. O:)



Big Yuma Ripper wrote:To Blitz and everybody involved great work here.....when do we get to play! :D


Thx Byr 8-) As far as when do we play on it, I am not sure yet, I think we still need to finalize some graphics and then the xml and be open to others suggestions, then if that occurs, and things progress for the good, it would be up to the powers that be in the map foundry to let it go Beta or not, we hope they will, they are the men in blue or names highlighted in blue.
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